void SendGameRegistrationToGameManager() { logger.Log("[GameRegistration] - registering with master"); client.Send(new RegisterGameMsg() { NetworkAddress = NetworkAddress, NetworkPort = NetworkPort, UniqueID = UniqueID, SceneName = GameScene, MaxPlayers = MaxPlayers, CurrentPlayers = CurrentPlayers }); }
public void SendLoginMsg(string username, string password) { client.Send(new LoginMsg() { AccountName = username, AccountPassword = password }, (reader) => { LoginResponseMsg msg = reader.ReadMessage <LoginResponseMsg>(); if (msg.Status == CallbackStatus.Success) { uniqueID = msg.UniqueID; loginSucessful = true; loginResponse = "Login Successful!"; logger.Log("[ClientAuthentication] - Login Successful!"); } if (msg.Status == CallbackStatus.Error) { logger.LogError("[ClientAuthentication] - Callback Error: Login error"); } if (msg.Status == CallbackStatus.Timeout) { logger.LogError("[ClientAuthentication] - Callback Error: Login attempt timed out"); } }); }
public void SendLoginMsg(string username, string password) { client.Send((short)MsgId.Login, new LoginMsg() { AccountName = username, AccountPassword = password }, (callbackStatus, reader) => { if (callbackStatus == CallbackStatus.Ok) { LoginResponseMsg msg = reader.ReadMessage <LoginResponseMsg>(); loginSucessful = msg.Authenticated; //This will always be true for prototyping if (loginSucessful) { uniqueID = msg.UniqueID; loginResponse = "Login Successful!"; } else { loginResponse = "Login Failed!"; } } if (callbackStatus == CallbackStatus.Error) { Debug.LogError("Callback Error: Login error"); } if (callbackStatus == CallbackStatus.Timeout) { Debug.LogError("Callback Error: Login attempt timed out"); } }); }
void RegisterToMaster() { //Used only if acting as a ChildSpawner under a MasterServer if (client && !registrationComplete) { if (client.isConnected) { UnityEngine.Debug.LogWarning("[ProcessSpawner] - Registering to Master"); client.Send((short)MsgId.RegisterSpawner, new RegisterSpawnerMsg() { UniqueID = "", //Can provide a password to authenticate to the master as a trusted spawner MaxThreads = MaximumProcesses }); registrationComplete = true; } } }
protected virtual bool TransportSend(byte[] bytes) { if (client != null) { client.Send(bytes); return(true); } else if (server != null) { return(server.SendToClient(connectionId, bytes)); } return(false); }
public virtual bool TransportSend(byte[] bytes, out byte error) { error = 0; if (client != null) { client.Send(bytes); return(true); } else if (server != null) { server.Send(connectionId, bytes); return(true); } return(false); }
public void SendRequestSpawnStart(RequestSpawnStartMsg requestSpawnStartMsg) { client.Send(requestSpawnStartMsg); }
public void SendStartMatchMaking(StartMatchMakingMsg startMatchMakingMsg) { client.Send((short)MsgId.StartMatchMaking, startMatchMakingMsg); }
public void SendRequestSpawnStart(RequestSpawnStartMsg requestSpawnStartMsg) { client.Send((short)MsgId.RequestSpawnStart, requestSpawnStartMsg); }
public void SendStartMatchMaking(StartMatchMakingMsg startMatchMakingMsg) { client.Send(startMatchMakingMsg); }